South Pole Cradle

Trasque En Ettin Shadb, borrowing Shaln Cultural Point
Both new points to Culture
Using Shaln Culture

- Storytelling (Cultural/Intellectualism on Intellectualism): Trakkan storytelling traditions have stagnated for the better part of a thousand years. This must change.
- Culture (Cultural/Intellectualism on Material Culture): Shaln tools make their way through Trasque and inspire a fresh generation of Shadb toolmakers, with a special interest on what they accomplished with bone and leather.
- Material Culture (Cultural/Material Culture x2, one is Shaln point): The involuntary influx of Shaln toolmakers and comparisons between their techniques leads to a flourishing of toolmaking and leatherworking.
- Urbanizing (Economic/Industry in Trasque x2): The influx of Shaln tribesmen and the desire by some of the Shadb to insulate themselves from their cousins who've returned to the fold leads to the early stages of stratification based on ancestry, with the older Shadb tribesmen concentrating more in their proto-cities while Shaln migrants continue their migratory lifestyle in the more remote parts of the province. This is acerbated by Roque-Esh's militant behavior, both by those who see the city's success as proof of its righteousness and those who view it as dangerous, leading to a greater push for centralized, easily defended centers of population.
- Military Point unused due to low Centralization
- Demographic Point unused due to low Conformity

If a split occurs then the military city of Roque-Esh feels the most natural, with it having a pop center (home in 34, oppressed Shadb in 25, and colony in 26) in each of the three regions.
 
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Wiet-yrisi Syrisil orders:

Point Allocation:
1) demographic point: agriculture in region 9
2) cultural point: material culture to prominence
3) cultural point: material culture to prominence
4) cultural point: material culture to prominence
5) cultural point: material culture to prominence
6) cultural point: intellectualism to seafaring
7) cultural point: lost due to lack of conformity

Narrative:
1) Demand for good agricultural soil to grow dye-crops brings the Wiet-yrisi Syrisil back to Fee Shenete and the excellent conditions for growing these crops there.
2) Wiet-yrisi Syrisil domestication of flax and use of raw fibers evolves into flax-fiber woven linens and proto-textiles (which are quickly dyed bright colors and adorned with colored shells, bright pebbles, and obsidian shards in typical boisterous Syrisil fashion).
3) Fishermen begin exploring the use of outrigger support floats to stabilize their crafts and explore further from the coast.
 
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Nekenee Orders:
Free point into economy
Use Agriculture to settle in region 12
Use Intellectualism to improve Intellectualism
Use Intellectualism to improve Assimilation
Use Material Culture to Increase Prominence
Influenced point: comity to increase centralization.
Use Industry on region 12
Use Mercantilism to influence Shenti Syrisil Cultural point
Assimilation on influenced population center
 
Nadelis Turape Orders
-Survivalism to populate region 3
-Intellectualism to improve Survivalism
-Intellectualism to improve Intellectualism
-Mercantilism to influence the Sagulan Turape
 
Hazo (Turn 14)
- 1 new POP into Cultural
- 1 Demographic Points into Migration from Region 22 to Region 20
- 3 Demographic Points into Migration from Region 24 to Region 33
- 2 Cultural Points into Comity to improve Conformity
- 2 Cultural Points lost/randomly used
- Military Point on defending

Narrative Orders: Wanderlust infects the Hazo of Astinanana, causing them to begin migration into the Hattara valley. This causes the promotion of the God Sikilo the Wanderer among the Hazo people, becoming the most commonly worshipped deity among the Hazo. Sikilo is the shining lights in the night sky, he demands that the Hazo spread themselves all across the lands he is visible.

Meanwhile, the Hazo of Tantara continue their migration into Hyagothia, albeit more slowly as the immediate demographic crisis facing the previous generations has become less pressing due to decreased pressures on Tantara hunting grounds due to the lessened presence of both the Hazo and the Tantanari.
 
Ankarne
- 2DP Grazing in Chorokpan (13)
- 2CP on intellectualism to improve spiritualism

The Ankarne spread their livestock and settlements through Chorokpan, trying to beat the other peoples in the region to the best grazing lands. In the face of hostility, many turn to spirituality as a way to find peace, and in the process grow closer ties to one another. Enterprising elders and spiritual leaders use this as an opportunity to expand their power and bind the Ankarne closer together, in the event the need to defend against the aggressive foreigners.

Question
- Is there a way to have some sort of standing orders, or auto NPC the Ankarne if I can't send orders for a few updates in a row? I feel like I'm missing more orders than I'm sending...
 
Question - Is there a way to have some sort of standing orders, or auto NPC the Ankarne if I can't send orders for a few updates in a row? I feel like I'm missing more orders than I'm sending...
Essentially, you're asking if I can NPC your faction. Yes, I can. But NPCing is exactly that - they'll be NPCed.
 
1. Use grazing to populate mona yi Hu
2. Use Material Culture to increase prominence
3. Use intellectualism to boost intellectulaism.
 
Update 14 (Years 1300-1400 Post-K7)


The golden age of the early Shadb Trasque culture culminates in the development of first oral epics and thus a unique storytelling tradition. Simultaneously, the aggressive borrowing of Shaln Trakkan artistic styles creates a greater diversity in the tool- and leathermaking. Unfortunately, all attempts to continue dominating the Trasque En Ettin Shaln via conquest fail. (Shadb Trasque: +1 Intellectualism, +1 Prominence)


The age of Roque-Esh’s domination over fringe Shaln Trasque tribes comes to an end as a sequence of weaker priest-kings leads to a period of stagnation in that still powerful cave city, coinciding with a mass migration of their tributaries to Masque-Una-Eshal. Still, its influence over its tributaries is clearly seen in their adoption of a primitive urban lifestyle in small cave cities. The Shaln Trakkan tools and jewelry also diversify thanks to the cultural exchange with their northern cousins. (Shaln Trasque: +1 Prominence, 1 Population Center migrates from Region 25 to Region 26, Region 25: +1 Urbanization)


The Wiet-yrisi Syrisil civilization continues showing signs of non-stop cultural search and dynamism, as its clothes-makers attempts to move from raw fibers to flax-fiber woven linens and proto-textiles. Unfortunately, their homeland is poor in other materials useful for textile-making tools, and, unless the Wiet-yrisi Syrisil people expand into other deposit-rich regions, their energy may all come to naught. At least, in raft- and boatmaking their masters are successful, opening a possibility of future voyages across the sea. (Wiet-yrisi Syrisil: +1 Seafaring)


Unlike their western kin, the Sheneti Syrisil agriculturalists do enjoy the benefits of having access to more mineral-rich regions, as well as their growing familiarity with the urban lifestyle of their Nekenee neighbors. Thanks to the efforts of the growing merchant class in Sheneti Syrisilian cities of Pulete, the Nekeni trade expansion gets diverted for now. Meanwhile, in the prosperous cradle of the Sheneti Syrisil culture, the rural population continues quickly growing. (Sheneti Syrisil: +1 Mercantilism, -5% Centralization, -5% Conformity, +1 Population Center in Region 9; player must choose type of new Power Point)


The Nekenee world keeps on undergoing development at rapid pace. While the High Priest-Kings and their mercantile allies fail to continue dominating the Sheneti Syrisilian markets, the exchange of goods does lead to a development of unique Nekeni cloth-making techniques, as well as attempts to emulate the northerners’ dyeing methods. All of this happens against the backdrop of an ongoing population boom in the Pulete highlands, which brings the population of the biggest stone cities to about fifty thousand inhabitants. (Nekenee: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 12; player must choose type of new Power Point; Region 12: +1 Urbanization)


Nadelis Turape tribesmen fail to either extend its trade network into the lands of their Sagulani kinsfolk, and their cultural developments also remain rather humble. However, in Bolevel, the local colonies grow and expand further into the glade country. (Nedelis Turape: -5% Centralization, -5% Conformity, +1 Population Center in Region 3; player must choose type of new Power Point)


Meanwhile, the Sagulan Turape culture achieves its own seafaring milestone. First communities of Sagulan Turape agriculturalists arrive to the alluvial delta of the Fee Shenete river, where they come into contact first with the Sheneti Syrisil and then with Nekenee villagers. (Sagulan Turape: -5% Centralization, -5% Conformity, +1 Population Center in Region 9; player must choose type of new Power Point)


The urban Right-bank Happatara culture continues growing in relative isolation from the turbulent processes that characterize the Nari-inspired migrations of Hazo and Tantanari people. As such, few changes take place among the right-bank settlers, except the protracted population growth. (Right-bank Happatara: -5% Centralization, -5% Conformity, +1 Population Center in Region 23; player must choose type of new Power Point)


Much more interesting events take place on the other side of the Nantara river. The Left-bank Happatara culture, constantly expanding and still bearing the scars of its first violent clash with forest dwellers (the ancient Hazo), responds very violently when more Tantanari natives emerge from the Tantara woods and attempt to settle in the Nantara valley. While the urban sites previously resettled by the Tantanari keep standing, the new migrants face violent attacks from Happataran city militias, often exterminated to the last man. Those Tantanari communes that survive the onslaught are forced to open their gates to Happataran traders, and soon they fall under the economic influence of the Left-bank Happatara people. Something good does come out of it for the Tantanari, as their urban communities develop a surprisingly sophisticated proto-philosophic tradition based on the already rich oral tradition of their ancestors. (Left-bank Happatara: -5% Centralization, -5% Conformity, +1 Population Center in Region 23; player must choose type of new Power Point; 1 Population Center of Tantanari is influenced by Left-bank Happatara for 1 turn (influencing player has the first choice of Military or Cultural Power Point to use)
(Tantanari: +1 Intellectualism, -1 Population Center in Region 23, 1 Population Center migrates from Region 22 to Region 23)



The Hazo people, surprisingly, stay away from this clash of cultures, as many of them are preoccupied with challenging migrations away from the overcrowded Tantara forest. Little comes out of it so far, with the exception of the promotion of God Sikilo the Wanderer in their proto-pantheon. Surprisingly, Sikilo’s cult proves to be a glue that ties the scattered Hazo family groups together and elevates their understanding of the divine. (Hazo: +10% Conformity, +1 Spiritualism)


The Lakeshore Enaman culture of Mona yi Hu finally gets some breathing space after centuries of being dominated by its hillside kin. Thanks to that, salt trade with the Syo-Ke Ao settlers starts to flourish, bringing new prosperity to the proto-cities of Mona’s Rest. As a result, the pastoral population starts to boom again, and so do the primitive urban crafts. (Lakeshore Enaman: +1 Prominence, -5% Centralization, -5% Conformity, +1 Population Center in Region 29; player must choose type of new Power Point; Region 29: +1 Urbanization)


The peaceful Monite Enaman communities continue exploring the shoreline, developing a deeper and more multifaceted spiritual tradition, upon which their society is built. (Monite Enaman: +1 Spiritualism)


The Chorok Enaman people keep clashing with their neighbors for pastures and cattle, but with their expansion temporarily halted. Meanwhile, the timber and minerals from Mask ui Sha (or, as that land is known to the Shaln Trasque, Masque-Una-Eshal) diversify the Chorok toolmaking tradition. (Chorok Enaman: +1 Prominence)


Slowly but surely, these tools make their way to the Hill Enaman tributaries of the Choroki tribes, leading to a boom of leathermaking among them. (Hill Enaman: +1 Prominence)


The Ankarne culture fails to expand into the Chorokpan plain dominated by the warlike Chorok Enamans, and its spiritual ventures remain equally frustrated. On the other side of the continent, the Bashtunari and Agomai tribes keep on clashing indecisively. Meanwhile, just off the shore of the Land of the Shining Sky, the Maramapi islanders finally start exploring the sea around them, albeit with little to show for it.



GM's note: On Wednesday, I may have time to work on another milestone map. It may (or may not) mean that the next update will take more than 1 day to finish. So, those of you who would prefer a slowing down of the game's pace will have some time to catch up.
 
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Trasque En Ettin Shadb
- Storytelling (Cultural/Intellectualism on Intellectualism): Trakkan storytelling traditions have stagnated for the better part of a thousand years. This must change.
- Unity (x2) (Cultural/Comity on Conformity x2): As Roque-Esh's rising power plateaus and the Shadb return to their more peaceful ways the assorted priest-kings work on uniting the cities culturally to prevent any deeper divides that could allow the gods influence in Trasque.
- Urbanizing (Economic/Industry in Trasque x2): The influx of Shaln tribesmen and the desire by some of the Shadb to insulate themselves from their cousins who've returned to the fold leads to the early stages of stratification based on ancestry, with the older Shadb tribesmen concentrating more in their proto-cities while Shaln migrants continue their migratory lifestyle in the more remote parts of the province. This is acerbated by Roque-Esh's militant behavior, both by those who see the city's success as proof of its righteousness and those who view it as dangerous, leading to a greater push for centralized, easily defended centers of population.
- Military Point unused due to low Centralization
- Demographic Point unused due to low Conformity

If a split occurs then the military city of Roque-Esh feels the most natural, with it having a pop center (home in 34, oppressed Shaln in 25, and colony in 26) in each of the three regions.
 
Nadelis Turape Orders
Undifferentiated point to Cultural
-Migration to region 1
-Intellectualism to improve Intellectualism
-Material Culture to improve Prominence
-Seafaring to support Migration
 
Wiet-yrisi Syrisil orders:

.... same orders as last time.


Point Allocation:
1) demographic point: agriculture in region 9
2) cultural point: material culture to prominence
3) cultural point: material culture to prominence
4) cultural point: material culture to prominence
5) cultural point: material culture to prominence
6) cultural point: intellectualism to seafaring
7) cultural point: lost due to lack of conformity

Narrative:
1) Demand for good agricultural soil to grow flax and dye-crops brings the Wiet-yrisi Syrisil back to Fee Shenete.
2) Wiet-yrisi Syrisil develop linen textiles.
3) Fishermen begin develop proto-sails for their outrigger canoes.
 
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Nekenee Orders
Free point into culture
Use Survivalism to settle in region 11
Use Intellectualism to improve Intellectualism
Use Intellectualism to improve Mercantilism
Use Comity to increase Centralization
Use Comity to increase Centralization
Use Mercantilism to influence Shenti Syrisil Cultural point in region 9
Use Mercantilism to influence Sagulan Turape Cultural point in region 9
 
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Hazo (Turn 15)
- 1 Demographic Points into Migration from Region 22 to Region 20
- 3 Demographic Points into Migration from Region 24 to Region 33
- 1 Cultural Point into Comity to improve Conformity
- 2 Cultural Points into Material Culture
- 1 Cultural Point lost/randomly used
- Military Point on defending

Narrative Orders: The influence of Siliko continues to drive the Hako civilisation to attempt grand migrations and evolve as a society. Complex wood carvings depicting Siliko start being created by the Hazo, leading to a cultural golden age.
 
Right-bank Happatara Orders:
Industry on Region 33
Intellectualism on Material Culture
Comity (Comfortism)

Migration to Region 33
(free point to Economy) Industry on Region 23
(free point to Culture) Material Culture
 
1. Choose demographic point

2. populate Chorokpan with grazing
3. Attempt to improve centralization.
4. Use intellectualism to boost intellectualism
5. Use urbanization to urbanize Chorokpan using resources of salt marshes.
 
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Go north to attack the Bashtunari
Use Pastoralism in our home province
 
2 demographic points:
Survivalism in region 22
The bloodbath in region 23 pushes many of the migrating Tantanari back to the homeland which leads to a population boom

2 cultural points: Spiritualism on leftbank Happatara

From the Tantanari settlers in Nantara (atleast from those who remain) emerges a prophetic figure from the shamanistic traditions of those people and he preaches the Law of Peace between men as well as a convenant between men and the natural world personified by the earth mother.
 
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